Space Engineers

Space Engineers

WHAM | Whip's Homing Advanced Missile Script
Showing 41-50 of 56 entries
< 1  2  3  4  5  6 >
Update: Oct 24, 2020 @ 10:40am

Version 169.2.0
  • Fixed bug where antenna meme mode was processed before user config was parsed
  • Improved proximity detonation math to use WorldVolume.Radius instead of computing it from the bounding box. Should be more accurate and performant
  • Removed unused variables
  • Added a new guidance method: Zero Effort Miss (Eventually I'll expose these to the users)
  • Simplified beam ride logic: I was using legacy code that I wrote 4 years ago which was before I had a good understanding of vectors
  • Updated ApplGyroOverride and GetRotationAnglesSimultaneous to use the same sign conventions and PYR angle input

Update: Aug 7, 2020 @ 11:26am

Revert to Version 169.1.10
Uploaded LAMP to wham on accident!

Update: Aug 7, 2020 @ 11:25am

UPDATED WRONG CODE!

Update: Jul 24, 2020 @ 11:29am

Version 169.1.10
  • Fixed bug caused by some optimizations where missile would not initiate a missile setup before launch to check components.

Update: Jul 5, 2020 @ 2:47pm

Version 169.1.9
  • Simplified axis calculations in GetRotationAnglesSimultaneous
  • Fixed angle computation for no up vector code path in GetRotationAnglesSimultaneous for angles larger that 90 degrees

Update: Jul 3, 2020 @ 5:48pm

Version 169.1.7
  • Fix for super rare edge case in the angle computations that would cause some bizarre behavior in top down mode

Update: Jun 29, 2020 @ 10:39pm

Version 169.1.6
  • Added in option to allow remote firing of missiles
  • Performance optimizations

Update: Jun 13, 2020 @ 2:53pm

Version 168.7.1
  • Optimized proximity scanning to only do one raycast on each missile face per tick

Update: May 30, 2020 @ 10:31am

Version 168.6.2
  • Fixed tripwire detonating when it detected its own grid in beam riding mode. Thanks to Paavopesusieni92 for the report.

Update: May 28, 2020 @ 5:09pm

Version 168.6.1
  • Added a check that stops parsing missile storage if attached to the firing ship. I found a grid that somehow had the missiles thinking they were in a firing state which meant as soon as the ship was spawned, the missiles launched. This will no longer occur.